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The Choosing - 3rd Beta Comments
Fun encounter that raises a question. Why is there a Demon Prince dagger when there are no demon princes?
Also, we must love the name Asphadeon. Even though he died we raised a new guy with the same name.

Wizard Eboneza (Power-1) decided to stay behind in camp and will not be a factor in assisting the patrol. Adept Sina Lightsword decided to stay behind in camp and will not be a factor in assisting the patrol. A patrol consisting of Commander Jupiter, Centurion Asphadeon and a dozen or so hand-picked troops rode ahead to investigate the sighting. It had been decided that there would be no plan to retreat. The patrol was willing to take great risks to uncover what might be secreted ahead. Without a wizard present, the force was at a disadvantage. Appearing strangely out of place is a black monolithic structure of 40' per side and 40' height built from materials not found in this area. runes on one side read "unending pain and inexplicable horror await any heretic who dares to enter". Undaunted, the patrol go in. As each member of the group pass the threshold, images of various terrors form in their minds and a cold sweat appears on their brow. Somehow the monolith warps space, as the interior appears many times larger than the 40' exterior. The interior has its own dim light, from an unknown source. The patrol continues ahead. materializing directly in front of the group is the obscure image of a ghost. moving mist-like toward the startled patrol this evil aberration seeks to embrace each living being. The horrifying experience of seeing fellow members age dramatically, and even die through that process, will forever linger in the minds and dreams of the patrol. The yellow hue from the Golden Spear of Lerix shimmered throughout the area as the Atlantians patrol were made more valorous during the battle. The battle raged on, furiously contested for what seemed like hours. The next few minutes saw 2 soldiers lose their lives, but the enemy had been weakened. Fighting bravely in the battle was Centurion Asphadeon. Never the less, the remaining members of the stalwart compose themselves and move tediously to unearth the costly rarity the ghost was guarding. The impressive foe subdued, the surviving patrol members find valuables worth 8,000 gold. Tragically, the Atlantians Centurion Asphadeon was killed. Impressing his peers was Jupiter, who again has won further glory. He is now a Marshal. In the heroic tradition of the Atlantians kingdom, a courageous leader has distinguished himself in this engagement. He is Centurion Asphadeon. Upon exploring the area further finds a magical dagger with engraved runes providing the name: Demon Death. Demon Death is a dagger that will increase the chance of assassinating any emissary by 10%, but will increase the chance against demon princes by 30%.
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I think it is fitting the AT finds the dagger since they replaced the DE. Same thing happened to Atuan with using same name. Are the names for kingdoms random or go by a list of next one available?
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If it makes you feel any better, the AN are in for a world of hurt as well as the DE.

As natural adventurers, our kingdom has access to every unusual sighting that we may
encounter in the realm. Wizard Malkan (Power-3) offered only a portion of his magic to the
patrol's efforts as he decided to cast a guarded attack spell and protect himself from the
unknown. Taking a smoky bottle from his robe and incanting softly, Wizard Malkan (Power-3)
created the Bridge of Mist without difficulty. This is an intrinsic ability for him (does
not count as his spell cast). Wizard Mennemik (Power-3) decided to stay behind in camp and
will not be a factor in assisting the patrol. Wizard Rykala (Power-3) offered only a
portion of his magic to the patrol's efforts as he decided to cast a guarded attack spell
and protect himself from the unknown. A patrol consisting of Centurion Kazinor, Centurion
Sirus the Fox, Power-3 Wizard Malkan, Power-3 Wizard Rykala and a dozen or so hand-picked
troops rode ahead to investigate the sighting. It had been decided that the patrol would
persevere even if difficulty was encountered, but would withdraw if the situation grew
very perilous. The path is worn smooth, reflecting frequent usage at some time, yet now
moss and other vegetation has grown up as visual proof that this passage carries little
current traffic. A secluded vault with bizarre engravings, here they encounter a huge
dwarf dressed in full armor guarding his treasure chest. With a quickness that belies his
girth and a mighty bellow the dwarf lunges into the midst of the patrol toppling several
of the soldiers. Within a few seconds 6 soldiers died at the hand of this evil opponent.
Now the patrol's leaders fought with their full abilities. The conflict was furious. The
huge dwarf proved to be a very formidable opponent. The contest raged on, its outcome in
doubt. Blows striking with great force, more blood was let from the side of the patrol.
The next few minutes saw 5 warriors perish. Hope ran high, though, as the foe was
weakened. When the battle took a turn for the worst, Wizard Malkan stepped up and employed
his magic to distract the foe long enough for the patrol to regain their ground. Centurion
Sirus the Fox demonstrated uncommon valor through out the fray. Wizard Rykala cunningly
employed his magic against the opponent. The foe reeled from the effect. Bravely aiding
the patrol was Centurion Kazinor. Wielding a great axe more blood was let from the side of
the patrol. The next few minutes saw 7 warriors perish. Hope ran high, though, as the foe
was weakened. Finally the huge dwarf had been slain. The valiant patrol was victorious.
Also found are valuable objects worth 7,000 gold. Kazinor distinguished himself and has
been elevated as a Captain. Surpassing expectations was Sirus the Fox, who again has won
further glory. He is now a Captain. In the proud tradition of the Warlock kingdom, a
sharp-thinking leader has emerged in this engagement. He is Centurion Bol the Scimitar.
Upon exploring the area further is a wicked looking dagger with engraved runes that the
patrol finds to be extremely sharp and lightweight in handling. Ancient Annihilator is a
dagger that will increase the chance of assassinating any emissary by 10%, but will
increase the chance against an Ancient One's consul by 30%.
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I verified this turn the TY does get the +2 Dispersed bonus to ESO. I double taxed enough PCs to loose control of R9. Not all that crazy seeing how it is winter next turn, I got the next two turns production early is all. So even though I lost the control a region portion of my greater ESO I was still able to get my greater ESO. I also got my bonus 2 influence and 2 TR brigades for being the TY
One note the TR brigades are green not sure I would be able to train them.

I also moved to the southern sands city to find the defenses at 47k. Always fun to bash my head on a big city wall. Please do not dome the city I would like to see if I have even a little shot at it. Also fun to see high damage attrition results.
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(03-21-2016, 04:24 PM)Jumpingfist Wrote: I think it is fitting the AT finds the dagger since they replaced the DE.  Same thing happened to Atuan with using same name.  Are the names for kingdoms random or go by a list of next one available?

Every kingdom has its own list of names for their emissaries, agents, leaders, and wizards. However, those files aren't that big compared to the master name file which has over 650 names (goes back to the North Carolina days). So even though every name is randomly chosen, the software first checks the kingdom's specific file for possible names that are specially designed for your kingdom and only if a duplicate name collision occurs, it checks the master name file for a unique name. Since leader/wizard names are not stored in the dead/missing section like emissary names, the code may select the same name if it became available earlier in the turn (e.g., a leader dying first from battle then a new leader is checked to emerge).
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Not counting the above artifact, my turn went as expected. I believe conceal emissary is going to be a staple for invasion by wizard kingdoms. Last turn I dropped 6 hidden emissaries into SA PCs. Was able to take those without interference from his high ranking emissaries using 310. Was concerned especially with the SAs order trait.

Overall the WA has a bunch of options both in defense and offense. I will create a final write-up after turn 12.
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You can call me "Mother of Dragons". If I chose to gender-identify as a woman. Father of Dragons doesn't have the same ring.

Wizard The Talisman (Power-4) cast a spell that created duplicate images of himself,
confusing the opponent and allowing him to exert his full power in the encounter. Taking a
smoky bottle from his robe and incanting softly, Wizard The Talisman (Power-4) created the
Bridge of Mist without difficulty. This is an intrinsic ability for him (does not count as
his spell cast). Wizard Cassandra (Power-2) decided to stay behind in camp and will not be
a factor in assisting the patrol. A patrol consisting of Marshal Sirian Bluewood, Captain
Major Helix Starborne, Power-4 Wizard The Talisman and a dozen or so hand-picked troops
rode ahead to investigate the sighting. It had been decided that there would be no plan to
retreat. The patrol was willing to take great risks to uncover what might be secreted
ahead. With their every sense at full alert the patrol continues it's steady pace through
this area. Their nostrils are filled with the aroma of the diverse plant-life, their
vision reeling with the many shapes and hues, and their premonition of pending danger
enhanced with every sound. A long deserted palace whose original workmanship still
reflected the care and gold that went into the construction after the grounds are entered,
a swirling wind begins to whip all around, growing in size and strength. Its speed
increases greatly, and the horrible cries of agonized souls emanate from within. The
terrifying surreal tornado takes on the color of steel and seems to attack the group.
within a few seconds 6 warriors were slain by this fiendish enemy. The melee was violently
intense. The mystical tornado clearly proved an exceptionally deadly adversary. The
contest raged on, its outcome in doubt. Winds whipping as if driven by a thousand animated
battle axes more blood was let from the side of the patrol. The next few minutes saw 2
warriors perish. Hope ran high, though, as the foe was weakened. Blows striking with great
force, more blood was let from the side of the patrol. The next few minutes saw 5 warriors
perish. Hope ran high, though, as the foe was weakened. Marshal Sirian Bluewood
demonstrated uncommon valor through out the fray. Bravely aiding the patrol was Captain
Major Helix Starborne. Finally the air elemental had been destroyed. The valiant patrol
was victorious. The terror which existed moments ago is now replaced with an eerie calm.
The patrol moves on to inspect further and discovers gems, silver, and gold worth 12,000
gold. Helix Starborne again distinguished himself and has earned a promotion to General.
Upon completion of the battle, the patrol finds a pair of green dragons smiling at them.
Green Dragon mates, Tornad and Sylva, will aid your group in several different ways. They
provide +15 points to your group's strength value for investigating Unusual Encounters. In
other types of battles, they will breathe a caustic acid upon your foes. Against
popcenters, they are an intimidating presence and provide +15 to Threaten, Parley, and
Diplomacy attempts. They may also carry a patrol (0 brigades) and grant it the power of
flight. Any destination within 7 areas (except water) can be reached: use Order #727, put
group id in Column "A" and destination in Column "B".
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Nomad should have attacked the 1IL but attacked the 2IL instead.  That is why no battle occurred.     FYI
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(03-23-2016, 04:36 PM)Netstrider Wrote: You can call me "Mother of Dragons". If I chose to gender-identify as a woman. Father of Dragons doesn't have the same ring.

Wizard The Talisman (Power-4) cast a spell that created duplicate images of himself,
    confusing the opponent and allowing him to exert his full power in the encounter. Taking a
    smoky bottle from his robe and incanting softly, Wizard The Talisman (Power-4) created the
    Bridge of Mist without difficulty. This is an intrinsic ability for him (does not count as
    his spell cast). Wizard Cassandra (Power-2) decided to stay behind in camp and will not be
    a factor in assisting the patrol. A patrol consisting of Marshal Sirian Bluewood, Captain
    Major Helix Starborne, Power-4 Wizard The Talisman and a dozen or so hand-picked troops
    rode ahead to investigate the sighting. It had been decided that there would be no plan to
    retreat. The patrol was willing to take great risks to uncover what might be secreted
    ahead. With their every sense at full alert the patrol continues it's steady pace through
    this area. Their nostrils are filled with the aroma of the diverse plant-life, their
    vision reeling with the many shapes and hues, and their premonition of pending danger
    enhanced with every sound. A long deserted palace whose original workmanship still
    reflected the care and gold that went into the construction after the grounds are entered,
    a swirling wind begins to whip all around, growing in size and strength. Its speed
    increases greatly, and the horrible cries of agonized souls emanate from within. The
    terrifying surreal tornado takes on the color of steel and seems to attack the group.
    within a few seconds 6 warriors were slain by this fiendish enemy. The melee was violently
    intense. The mystical tornado clearly proved an exceptionally deadly adversary. The
    contest raged on, its outcome in doubt. Winds whipping as if driven by a thousand animated
    battle axes more blood was let from the side of the patrol. The next few minutes saw 2
    warriors perish. Hope ran high, though, as the foe was weakened. Blows striking with great
    force, more blood was let from the side of the patrol. The next few minutes saw 5 warriors
    perish. Hope ran high, though, as the foe was weakened. Marshal Sirian Bluewood
    demonstrated uncommon valor through out the fray. Bravely aiding the patrol was Captain
    Major Helix Starborne. Finally the air elemental had been destroyed. The valiant patrol
    was victorious. The terror which existed moments ago is now replaced with an eerie calm.
    The patrol moves on to inspect further and discovers gems, silver, and gold worth 12,000
    gold. Helix Starborne again distinguished himself and has earned a promotion to General.
    Upon completion of the battle, the patrol finds a pair of green dragons smiling at them.
    Green Dragon mates, Tornad and Sylva, will aid your group in several different ways. They
    provide +15 points to your group's strength value for investigating Unusual Encounters. In
    other types of battles, they will breathe a caustic acid upon your foes. Against
    popcenters, they are an intimidating presence and provide +15 to Threaten, Parley, and
    Diplomacy attempts. They may also carry a patrol (0 brigades) and grant it the power of
    flight. Any destination within 7 areas (except water) can be reached: use Order #727, put
    group id in Column "A" and destination in Column "B".

Very cool!!!
By the way, I'm looking forward to the battle between our groups this turn! I was hoping for an encounter on the plains and with my better leaders, but, be that as it may, I'm sure it will be fun!
Reply

(03-23-2016, 05:02 PM)mafmiller Wrote:
(03-23-2016, 04:36 PM)Netstrider Wrote: You can call me "Mother of Dragons". If I chose to gender-identify as a woman. Father of Dragons doesn't have the same ring.

Wizard The Talisman (Power-4) cast a spell that created duplicate images of himself,
    confusing the opponent and allowing him to exert his full power in the encounter. Taking a
    smoky bottle from his robe and incanting softly, Wizard The Talisman (Power-4) created the
    Bridge of Mist without difficulty. This is an intrinsic ability for him (does not count as
    his spell cast). Wizard Cassandra (Power-2) decided to stay behind in camp and will not be
    a factor in assisting the patrol. A patrol consisting of Marshal Sirian Bluewood, Captain
    Major Helix Starborne, Power-4 Wizard The Talisman and a dozen or so hand-picked troops
    rode ahead to investigate the sighting. It had been decided that there would be no plan to
    retreat. The patrol was willing to take great risks to uncover what might be secreted
    ahead. With their every sense at full alert the patrol continues it's steady pace through
    this area. Their nostrils are filled with the aroma of the diverse plant-life, their
    vision reeling with the many shapes and hues, and their premonition of pending danger
    enhanced with every sound. A long deserted palace whose original workmanship still
    reflected the care and gold that went into the construction after the grounds are entered,
    a swirling wind begins to whip all around, growing in size and strength. Its speed
    increases greatly, and the horrible cries of agonized souls emanate from within. The
    terrifying surreal tornado takes on the color of steel and seems to attack the group.
    within a few seconds 6 warriors were slain by this fiendish enemy. The melee was violently
    intense. The mystical tornado clearly proved an exceptionally deadly adversary. The
    contest raged on, its outcome in doubt. Winds whipping as if driven by a thousand animated
    battle axes more blood was let from the side of the patrol. The next few minutes saw 2
    warriors perish. Hope ran high, though, as the foe was weakened. Blows striking with great
    force, more blood was let from the side of the patrol. The next few minutes saw 5 warriors
    perish. Hope ran high, though, as the foe was weakened. Marshal Sirian Bluewood
    demonstrated uncommon valor through out the fray. Bravely aiding the patrol was Captain
    Major Helix Starborne. Finally the air elemental had been destroyed. The valiant patrol
    was victorious. The terror which existed moments ago is now replaced with an eerie calm.
    The patrol moves on to inspect further and discovers gems, silver, and gold worth 12,000
    gold. Helix Starborne again distinguished himself and has earned a promotion to General.
    Upon completion of the battle, the patrol finds a pair of green dragons smiling at them.
    Green Dragon mates, Tornad and Sylva, will aid your group in several different ways. They
    provide +15 points to your group's strength value for investigating Unusual Encounters. In
    other types of battles, they will breathe a caustic acid upon your foes. Against
    popcenters, they are an intimidating presence and provide +15 to Threaten, Parley, and
    Diplomacy attempts. They may also carry a patrol (0 brigades) and grant it the power of
    flight. Any destination within 7 areas (except water) can be reached: use Order #727, put
    group id in Column "A" and destination in Column "B".

Very cool!!!
By the way, I'm looking forward to the battle between our groups this turn! I was hoping for an encounter on the plains and with my better leaders, but, be that as it may, I'm sure it will be fun!

It is truly a testament to our skill at this game that the Druids and Amazons ended up fighting in mountains Smile Although it may be that the Amazons are good in the mountains. The Druid is at normal strength.

I was never able to get another centaur brigade so I can't try any interesting tactics.

But no worries, my fearsome army of Druids, Minotaurs, Wood Elves, Apes, Centaurs and Zombies will crush/eat/smash/pierce/rip you all the same. I kind of think my army looks like something out of a bad acid trip.
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